So - I have the standard player.mdl, and a g_plasma.mdl, and I got into qme, and merge the g_plasma.mdl into player.mdl because I was to animate it on the quakeguy. The vertices get all fecked up, like so:

That' because the weapon model don't have front and back sides, like the player.

There is no easy fix for that AFAIK. You may try to set all vertices to seam and then set individual triangles to front or back side (I don't know if QME has any way to do this, I would use QuArK 4.07 instead), but probably things will still look wrong.

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)

IIRC, someone did a qc mod years ago with manual positioning of visible weapons as separate models, but I couldn't find it with a google search. Painkeep 2 has visible weapons. Might need an engine with movetype_follow extension for it to work.

It was simply called vwep, and it only had all 8 original weapons. It required changing the actual player model and syncing animation state, but worked well enough that it was probably my most popular mod.

frag.machine wrote:That' because the weapon model don't have front and back sides, like the player.

There is no easy fix for that AFAIK. You may try to set all vertices to seam and then set individual triangles to front or back side (I don't know if QME has any way to do this, I would use QuArK 4.07 instead), but probably things will still look wrong.

Pfft! It may be over a year later, but...

I've made a tool to convert two quake models into a single model.This tool works where, for example qME does not, due to correctly supporting the texture coordinates for models that do or do not have backfacing triangles with onseam vertices.